There is an undeniable trend in the video game industry that is becoming more and more noticeable - the constant effort to cater to the needs of every marginalized group, no matter how small, rather than focusing on what the majority of gamers want. It may sound provocative - even unpopular - at first, but one of the best examples of how the industry could change comes from someone who many don't immediately see as a role model in creative or cultural fields: Donald Trump - or, alternatively, Elon Musk. No, not their politics or views, but their self-confidence and unshakeable belief in their own vision.
More courage for your own vision
The man who is not afraid to express his opinion, who is never impressed by critics or dissenters - or who sometimes sorts them out. The video game industry is missing something like that. Instead of bending over backwards and constantly catering to everyone, it should have the courage to make clear decisions that appeal to the core of the gaming community - not the niches and small fringe groups - games-first, so to speak. The industry should trust gamers more instead of constantly looking for the next "trend" that appeals to the "right" target group.
Anyone who has followed the gaming scene in recent years can confirm that many decisions are increasingly influenced by a small, vocal group of gamers or critics who get upset when something is "problematic". Whether it's the portrayal of characters, political issues or even game design - everything is scrutinized through the filter of minority opinions. In many cases, this tendency towards increasingly inclusive approaches has led to uninspired and often unhealthy developments. The examples are piling up: "Concord", "Dustborn" or most recently "Dragon Age: The Veilguard". In essence, certainly good games that are characterized by strange decisions. were brought down.
Players simply want good games
What is often forgotten: The majority of players simply want a good game. They want action, gripping stories, exciting gameplay mechanics - and they don't want to constantly feel like they have to face a social debate that is hardly in the context of the game. "Black Myth: Wukong" has shown that this can still be crowned with success.
Instead of getting bogged down in the hope of gaining recognition from tiny, vocal groups, the industry could learn from Trump that a clear course and a consistent stance have more impact than constantly adapting to changing trends. Gamers want authentic, creative experiences that challenge, entertain and intrigue them. They don't want games that constantly apologize for not being politically correct enough or not meeting every need.
By listening more to its loyal core audience - and not the loud voices on the fringes - the video game industry could finally regain the quality and focus it has long lost. The "Trump mentality" may not be palatable to many, but it shows how important it is not to be distracted by every breeze. If you want to be successful in the video games industry, you have to know who you are and who you want to serve - and that's not just the smallest and loudest voices.
Inclusion yes, but not as a dominant voice
Of course, there is also a contrary view, which is not entirely unjustified. Inclusion is perfectly acceptable, but in realistic doses, please. Video games are more than just products for the masses - they are also art forms that reflect society. A more conscious approach to diversity, both in the portrayal of characters and in the choice of themes, helps to ensure that games remain relevant and consolidate their recognition in society - and are not degraded back to being a weird hobby. The current discussion about increasing representation and inclusion in the gaming world may be a "trend", but it should not reflect the forced evolution that is taking place to address social and cultural change.
The video game industry in particular, which increasingly lives from young, creative minds, should not allow itself to be restricted in its creative freedom, but also not act completely detached from social reality. By listening to the wishes and needs of all players - including marginalized groups - a broader, deeper connection between game and player is created. A respectful approach to different perspectives can ultimately lead to better, more relevant games that are also successful in the long term.
In the end, it's about finding a middle ground. The video games industry does not have to either listen to the loud voices of the fringe or blindly focus on the wishes of the majority. Rather, it should maintain a balance between artistic freedom and social responsibility. By staying true to the desires of the core target audience while being open to new perspectives and diversity, it can both foster creative innovation and create broader, more meaningful gaming experiences. It's not about moving in extreme directions, but about creating with courage and confidence, while respecting the world and its diverse voices. This is the only way the industry can retain its true strength and relevance.